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RimWorld => General Discussion => Topic started by: BoogieMan on January 26, 2015, 05:24:48 PM

Title: So, I have 43 colonists and I'm making a ship..
Post by: BoogieMan on January 26, 2015, 05:24:48 PM
.... And most of them are going to get left behind. There is no way I'm going to get 21,500 steel (let alone the uranium) just for cryosleep caskets. I've mined my mountains clean, and traders are virtually non existent. Maybe I could get most of them by scrapping basically the entire colony, but I think everyone would starve or die from the massive raider attacks before a ship that big would be finished.

I am sure it's very uncommon to get a colony this big (I have a few people with very high social skill) but it got me thinking.. It would be interesting if the colonists knew that only some of them would be able to fit on the ship. In reality, I imagine people would be freaking out, killing each other and trying to do anything to ensure themselves a way out. I imagine the chances are good that more than half of those people that are going to get left behind would not so dutifully help build the ship that's going to abandon them.

Do you think it would be worth it to for the game to realize this and act on it in some fashion, or are colonies this big exceedingly rare that it's not worth it?

EDIT: Upon further investigation, it looks like this week long game I've been playing is going to be basically impossible to finish without cheating. I almost never see trade ships any more so I can't get enough uranium for more than 1 or 2 cryosleep caskets. :(
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: OldVamp on January 26, 2015, 05:39:01 PM
If it happened after the launch, they got a 'left behind' debuff that would be interesting.

I'm currently on a year 5, 25 person colony with 32k steel.
At least half of this steel i have gained by melting the weapons and landing pod slag from the raids.
The rest from mining and trading armor/clothes with the ships that pass by on occasion.
i have 2,300 survival meals stored, i could likely feed the colony for a very long time just by collecting them at this point.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: milon on January 26, 2015, 05:40:59 PM
Uranium?  Don't you need Plasteel & Steel?

I'm guessing with a colony that big (FYI my biggest is no more than 15), it's also a few years old.  Traders get really rare after 2 or 3 years.

Also, you can always stick a colonist in the casket as soon as it's ready.  Less mouths to feed while you prep the rest of the caskets.  And you can always "promise" all your colonists there will be room for all of them.  And blast off whenever you like.  ;)
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: Geertje123 on January 26, 2015, 05:50:42 PM
Quote from: milon on January 26, 2015, 05:40:59 PM
Uranium?  Don't you need Plasteel & Steel?

I'm guessing with a colony that big (FYI my biggest is no more than 15), it's also a few years old.  Traders get really rare after 2 or 3 years.

Also, you can always stick a colonist in the casket as soon as it's ready.  Less mouths to feed while you prep the rest of the caskets.  And you can always "promise" all your colonists there will be room for all of them.  And blast off whenever you like.  ;)

cryosleep caskets require 500 steel and 20 or 25 uranium iirc
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: BoogieMan on January 26, 2015, 05:51:07 PM
I mined up quite a bit of plasteel and steel so I was fairly well off that after clearing everything. Had I all the uranium I needed I could have escaped with well over half of those people, but, not enough for even 3.. Ugh. Feels like a kick in the balls after managing and feeding that many people for that long.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: Geertje123 on January 26, 2015, 05:52:56 PM
Quote from: BoogieMan on January 26, 2015, 05:51:07 PM
I mined up quite a bit of plasteel and steel so I was fairly well off that after clearing everything. Had I all the uranium I needed I could have escaped with well over half of those people, but, not enough for even 3.. Ugh.

If you really really really want to finish with all colonists on board, you can open the dev menu and use the 'replace all traders' option. It spawns 5 traders.
As you know this is a last resort though :p
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: TheSilencedScream on January 26, 2015, 06:22:52 PM
Go to your stockpile and delete the SINGLE sections that have silver in them (and disallow silver from your stockpile - don't let your colonists move the silver).

Voila, you'll begin getting traders again.
As it stands, for some odd reason, the more wealth you have in your stockpile, the less traders will come.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: BoogieMan on January 26, 2015, 06:34:35 PM
Quote from: TheSilencedScream on January 26, 2015, 06:22:52 PM
Go to your stockpile and delete the SINGLE sections that have silver in them (and disallow silver from your stockpile - don't let your colonists move the silver).

Voila, you'll begin getting traders again.
As it stands, for some odd reason, the more wealth you have in your stockpile, the less traders will come.

I read about that the other day, and even when I got down to 4k, I just wasn't seeing them. And mostly bulk good which is good for buying, but at things point, not good for selling to.

As for plenty of steel, well, I've been slag refining like crazy and buying steel from traders. And I've mined a LOT out of the mountains. But I've had to upwards of 90-100 hydroponic basins to feed that many people and from a lot of power generators to power all the sunlamps. And heaters, it's well below freezing most of the year.

And turrets, many turrets spent defending from 30+ man raider waves. I thought I'd have more at this point, but I don't. But it's ultimeately irrelevant since the shortage is uranium.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: Outbreak on January 26, 2015, 07:10:43 PM
a casket uses 5 uranium,
a SHIP CASKET uses only 500 steel, no uranium required.
so you're good. no man left behind!

(http://i1205.photobucket.com/albums/bb422/telepath5/screenshot1.png) (http://s1205.photobucket.com/user/telepath5/media/screenshot1.png.html)
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: Wolfen Waffle on January 26, 2015, 07:21:55 PM
I really don't like the 'win condition' of this game

and the ships look so retarded

Immagine you see this in space^^^
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: Outbreak on January 26, 2015, 07:26:30 PM
as i understood it the win condition was "escape or die", but some people are very good at manipulating the AI. If you're into it self-impose some difficulties. don't do a buried mountain base, higher difficulty, random start settlers, etc
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: akiceabear on January 26, 2015, 07:33:25 PM
Most seem to have skipped what was (to me) the main point of the thread - a very interesting suggestion for internal strife due to inevitable abandonment of most of the colony. A few thoughts:
- A pair of traits "home sick" and "pioneer" who respectively are over/under eager to go back to the stars.
- Colony somehow senses if the space program is on track - e.g. once a certain wealth level is reached they will expect a certain degree of progress relative to population
- If progress is not in line with expectations, some may foment rebellion.
- Pioneers may sabotage the escape plans.
- Home sickly may hijack the program after the first escape pod is complete - imagine the frustration!
- Remaining colony may become emotionally unstable after such an event.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: TheSilencedScream on January 26, 2015, 08:25:12 PM
Quote from: akiceabear on January 26, 2015, 07:33:25 PM
Most seem to have skipped what was (to me) the main point of the thread - a very interesting suggestion for internal strife due to inevitable abandonment of most of the colony. A few thoughts:
- A pair of traits "home sick" and "pioneer" who respectively are over/under eager to go back to the stars.
- Colony somehow senses if the space program is on track - e.g. once a certain wealth level is reached they will expect a certain degree of progress relative to population
- If progress is not in line with expectations, some may foment rebellion.
- Pioneers may sabotage the escape plans.
- Home sickly may hijack the program after the first escape pod is complete - imagine the frustration!
- Remaining colony may become emotionally unstable after such an event.
This would be fine... As long as it's optional. As it stands, I can complete a game with ease in six months, sometimes less - with no mods. I'm no longer interested in ending a game - I want continuous play, without being punished for pursuing it.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: OldVamp on January 26, 2015, 08:26:30 PM
reminds me of space stations more than ships
http://www.astronautix.com/graphics/s/ssf89.jpg

I like to launch them off and wait for a random person to join the colony and restart it myself.
The non fixed ending is nice.

the stationary pods need uranium to power themselves for the centuries they may need to stand untouched.
The ship has a reactor so they dont need to power themselves

[attachment deleted due to age]
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: Geertje123 on January 27, 2015, 06:27:11 AM
I got 93 colonists at the moment, and I basically forgot about the resources needed for building a ship. If I ever want to get away then I'd have to cheat by spawning traders.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: akiceabear on January 27, 2015, 06:35:59 AM
Quote from: TheSilencedScream on January 26, 2015, 08:25:12 PM
This would be fine... As long as it's optional. As it stands, I can complete a game with ease in six months, sometimes less - with no mods. I'm no longer interested in ending a game - I want continuous play, without being punished for pursuing it.

Certainly. I'm hoping the Storytellers, Scenarios (via EdB's mod), etc are further enriched to allow each of us to calibrate the challenge to what suits us - building isolated fortresses, defending the Alamo, or quelling mutiny, to name just a few examples.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: Boboid on January 27, 2015, 07:08:34 PM
For the record you can grow steel.

When you smelt bows/clubs/pilas/any weapon you can craft made out of wood, you get steel.

It's not a LOT of steel and it takes a while to grow and then cut down trees.. and it's probably not intended! but you can certainly do it.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: Pathing on January 28, 2015, 01:42:30 AM
I always get supreme omega lag from bugs or something that keeps my pc burning when I got about 45 colonists.
However, I am sure it will be so awesome when alpha 9 comes out since I heard that many mechanics in game get massive boost.

And, sigh, I want some modes that have 0% or more than 160% (more than extreme challenge).
Those pirates make me feel greedy. XD (half of them died, few got incapacitated and half of them ran away, such a waste, those money ran away) ;D
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: skullywag on January 28, 2015, 03:55:07 AM
the reason for the lag at those numbers ironically is your namesake...pathing. Cant wait to see what gains Tynans made in A9 for AI.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: Geertje123 on January 28, 2015, 06:36:06 AM
Quote from: skullywag on January 28, 2015, 03:55:07 AM
the reason for the lag at those numbers ironically is your namesake...pathing. Cant wait to see what gains Tynans made in A9 for AI.

Are you sure about that? Idling my colonists gives more lag than when they have jobs (and thus a path). When they have no job and no path, they just walk around doing nothing and the lag is pretty large at that point.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: OldVamp on January 28, 2015, 11:37:14 AM
Quote from: Geertje123 on January 28, 2015, 06:36:06 AM
Quote from: skullywag on January 28, 2015, 03:55:07 AM
the reason for the lag at those numbers ironically is your namesake...pathing. Cant wait to see what gains Tynans made in A9 for AI.

Are you sure about that? Idling my colonists gives more lag than when they have jobs (and thus a path). When they have no job and no path, they just walk around doing nothing and the lag is pretty large at that point.


Pathing is finding a route to walk, if they are walking around (even doing nothing) they are pathing.
Idling and moving around the eating tables is pathing.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: Geertje123 on January 28, 2015, 11:53:38 AM
Quote from: OldVamp on January 28, 2015, 11:37:14 AMPathing is finding a route to walk, if they are walking around (even doing nothing) they are pathing.
Idling and moving around the eating tables is pathing.

Ah right, I guess that is true indeed.
I hope Tynan optimized that as well
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: milon on January 28, 2015, 02:03:44 PM
He majorly optimized the AI, which means every time colonists make a decision, they do it MUCH faster than before.  Everyone should see a speed boost.  *fingers crossed*
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: Geertje123 on January 28, 2015, 02:53:09 PM
Quote from: milon on January 28, 2015, 02:03:44 PM
He majorly optimized the AI, which means every time colonists make a decision, they do it MUCH faster than before.

That doesn't have to mean it. It could also mean they they don't walk in a zigzag anymore but in a straight line now. Optimization is kind of an ambiguous word.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: milon on January 28, 2015, 05:00:42 PM
You're right - on its own it can be pretty ambiguous.  That said, the zigzag path is intentional.  Your colonists are choosing squares that give the highest walking speed.  A smooth clean stone floor will yield 100% walking speed.  Snow, debris, soil, plants, etc will all slow them down.  Tynan posted in the forum somewhere about details of the optimization.  Ultimately, each AI is much more efficient and faster than before (decision making, etc).
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: Boboid on January 28, 2015, 05:07:47 PM
Quote from: milon on January 28, 2015, 05:00:42 PM
You're right - on its own it can be pretty ambiguous.  That said, the zigzag path is intentional.  Your colonists are choosing squares that give the highest walking speed.  A smooth clean stone floor will yield 100% walking speed.  Snow, debris, soil, plants, etc will all slow them down.  Tynan posted in the forum somewhere about details of the optimization.  Ultimately, each AI is much more efficient and faster than before (decision making, etc).

It's not just choosing squares, it's choosing an entire path that takes the minimum amount of movements ( Colonists can travel diagonally with no associated penalty), then modified by speed multipliers.

So yeah the diagonal paths are intentional and actually optimal, no optimization required :P
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: lumipharon on January 29, 2015, 06:27:16 PM
They don't always follow an optimal path.
On my current game, I have a 3 wide corridor leading out of the base, with a wider area on the base side. Basically a funnel.
At the neck of the funnel, I have sandbags, with a 1 wide gap in the middle.

Most pawns will go down the middle, but sometimes they will go down the side of the funnel, over 2 rows of sandbags, before going down the corridor.
Title: Re: So, I have 43 colonists and I'm making a ship..
Post by: tuver on January 29, 2015, 11:53:42 PM
Meanwhile I have a ship that can handle that many people but only have 7 people because even the raiders attack my colonist don't leave any alive.